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kismet_s_casting_101

Kismet's Guide to Casters

License to this section: Sundering Shadows

Introduction

The clever mage who manipulates the very fabrics of our reality, creating awe-inspiring effects. The resourceful bard who weaves music into magic, turning the very world into her stage. The mysterious warlock who draws upon extra-planar powers to sprout eldritch claws from his hands. The wise cleric who performs miracles on a daily basis. The holy warrior that charges at her foes with the power of his patron surging through her veins. Caster classes on Sundering Shadows have access to a range of abilities and options and they certainly possess that undefinable “cool-factor” that draws players to them. Awesome as they are, they can present some issues and difficulties for new players. In this guide, we will look at different types of spell casters and give you some tips and tricks on how to play them more efficiently.

Disclaimer: This is not an “Optimized Caster Guide”. I am not the leading expert on casters, so I would not know where to begin writing one. Instead, this guide will provide you with general information about caster classes and spells. It will give you an overview of how the different classes learn, prepare, and cast spells. It will not cover prestige classes or feats.

Helpful Note: If you are a new player, and especially if you are new to muds and/or Dungeons and Dragons in general, we recommend you follow the “Oracle” steps in our Newbie Tutorial to learn the game.

Types of Caster Classes

Pure Casters

Cleric, Mage, Oracle, Psion, Sorcerer

Pure casters are classes that rely heavily on their spells to succeed in combat. They have a good selection available and their spells are often more powerful than that of other classes. Pure casters will have to cast spells every round. At the lower levels, this often means you will need to flee combat to prepare new spells. Clerics can use medium armor and shields and are therefore better suited for melee than the other classes. Pure casters benefit the most from feats that empower their spellcasting abilities, such as the magic damage tree and the magic accuracy tree. They will also benefit the most from maxing out their casting stat, as well as constitution.

Hybrid Casters

Bard, Druid, Inquisitor, Magus, Monk, Paladin, Ranger, Psywarrior, Warlock

Hybrid casters are classes that rely on a combination of spells and melee prowess in combat. They have a smaller selection of spells than pure casters and do not normally gain access to the most powerful spells, but have other abilities to aid them. Hybrid classes can usually hold their own in combat and do not have to prepare spells as often as do pure casters. Hybrid classes can benefit from a combination of magic and combat feats and are well served to max out their combat stat (strength or dexterity), constitution, and caster stat (charisma, wisdom, or intelligence).

Warlocks, druids, and, to some extent, bards can choose to focus on their magic instead of their martial prowess, bringing them closer to pure casters. These characters are often referred to as “caster warlocks”, “caster druids” etc., and are well served to max out their caster stat instead of their combat stat. Psywarriors, magi, inquisitors, paladins, rangers, and monks are warriors with a small selection of spells to aid them in combat and generally focus on combat feats.

Innate Casters

Some races and prestige classes gain what is known as innate spells. These are spells that your character knows by heart, either from birth or by training. They can often be cast at will. Innate casters generally benefit from the same feats as they would normally take to improve their base class, though some prestige classes may want to look at feats that empower their spells or increase their accuracy.

  • Syntax: <cast innate SPELLNAME>

Magic and Spell Types

4 Types of Magic

There are four (4) types of magic available in Sundering Shadows:

  • Arcane magic draws power from the mystical force known as The Weave and manipulates it directly. Mages, magi, sorcerers, warlocks, and bards use arcane magic. Bardic music is arcane in nature.
  • Divine magic draws power from a mystical source of energy, be it a God, an entity, or nature itself. Clerics, druids, inquisitors, paladins, oracles, and rangers use divine magic.
  • Psionic powers draw power from the mind and body of the caster, and is an ability one is born with. Psions and psywarriors use psionic powers.
  • Ki powers are fueled by the energies contained in all living things and utilized by monks.

9 Spell Levels

There are a total of nine (9) spell levels. Not all classes gain access to all nine levels.

As you gain levels in a spell-casting class, you gain access to spells of a higher spell level. Higher-level spells are more powerful, increasing the damage output, spell difficulty checkItalic Text (aka spell DC = how hard the spell is to resist for your target), bonuses gained, and penalties distributed to the target of the spell.

To see how many spells of each level you can prepare use <recall CLASSNAME spells>.

Note that the phrase “spell level” is an OOC description. Some casters will refer to level 5 spells as “spells of the fifth circle” or simply as “fairly powerful spells”.

To see which spells are available to each class, see <spells CLASSNAME (by level) (by school)>.

Some classes can cast any spell from their spell list, while others must learn the spell through the master command first (<help master>).

Helpful Hint: The number of spells you can master of each spell level increases when you gain a level in the applicable class. We have included a list of slots to master per class per character level here, so that you may plan for the future.

Cantrips

Some classes can cast cantrips at will. These are entry-level spells with a spell level of 0. To see which, if any, cantrips are available to you, use <recall cantrip spells>.

  • Syntax: <cast cantrip SPELLNAME>

9 Schools of Arcane Magic

There are nine (9) schools of Arcane Magic.

Scholars of the realm divide arcane spells into schools of magic, depending on their nature(<help mage schools>). The IC school categories are:

  • Abjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer.
  • Alteration: Spells that transform the recipient physically or change its properties in a more subtle way. An alteration specialist is called an alterer.
  • Conjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.
  • Divination: Spells that reveal information. A divination specialist is called a diviner.
  • Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.
  • Evocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.
  • Illusion: Spells that alter perception or create false images. An illusion specialist is called an illusionist.
  • Necromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.
  • Universal: Not a school, but a category for spells that all wizards can learn.

6 Psionic Disciplines

There are six (6) Psionic Disciplines.

Psions are born with an innate ability to manipulate the world with their mind and usually belong to one of these IC disciplines. <help disciplines> and <help discipline roleplay> will give you more information on each discipline.

  • The Egoist focuses on changing the physical properties of a creature, thing, or condition.
  • The Kineticistdeals in raw power, producing awe-inspiring effects and is also known as a “blaster psion”.
  • The Nomad is a wanderer who can open portals to transport people and creatures.
  • The Seer focuses on divination and seeing the unseen.
  • The Shaper draws ectoplasm from the Astral Plane to create new objects or creatures here on the Prime Material plane.
  • The Telepath can enter the minds of others, either to talk to them, spy on them, or alter their memories.

6 Warlock Heritages

There are six (6) Warlock Heritages.

Warlocks gain their powers from a mystic connection or pact with an extraplanar being. Read more about the warlock heritages in <help warlock heritages>. To choose a pact, a warlock must be of an alignment that corresponds with the entity's home plane.

  • Celestial warlocks have a connection with a celestial entity and are usually chaotic good.
  • Fey warlocks have a connection with an entity from The Feywild and are usually chaotic neutral.
  • Abyssal warlocks have a connection with an entity from the abyss (demons) and are usually chaotic evil.
  • Gloom warlocks have a connection with an entity from the Plane of Shadow and are usually neutral evil.
  • Infernal warlocks have a connection with an entity from hell (devils) and are usually lawful evil.
  • Astral warlocks have a connection with an entity outside the planes and are usually true neutral.

Deities and Domains

There are Deities that provide access to divine Domains.

To dedicate yourself to a deity as a cleric or paladin, you must be of an alignment accepted by the deity in question. See the individual help files on each deity for a list of allowed alignments.

A cleric may choose a total of two (2) domains, one at level 1 and another at level 11. Each domain gives access to three additional spells that are added to the cleric's spell list.

The feat “Third Divine Domain” can be taken after level 21 and grants access to a third domain.

See <help deities> for a list of deities and the domains they offer.

See <help domains> for a list of domains and their respective spells.

Druids gain access to one domain, chosen at level 1. See <help druid> for a list of available domains.

Mysteries and Bloodlines

Oracles and sorcerers gain additional spells and abilities based on their mystery or bloodline respectively. The spells granted by a bloodline or mystery are added to the list of spells known for the caster. Please see <help mysteries> and <help bloodlines> in-game for more information.

5 Useful Categories

In OOC terms, there are five (5) categories of spells whose definitions you may find useful:

  • Buffs are spells that increase your abilities by some degree.
    • Some buffs can be cast on your allies.
    • Buffs that provide similar bonuses don't stack; for example, resistance and heroism cannot be used together.
    • Examples: armor, displacement, heroism.
  • Debuffs are spells that decrease your opponent's abilities by some degree.
    • Examples: fear, bestow curse, ray of enfeeblement.
  • Utility spells aid you in adventuring situations, often outside of combat.
    • Examples: spider climb, water breathing, clairvoyance.
  • Single Target Damage Spells deal damage to one creature.
    • Some spells have a splash effect; they deal reduced damage to nearby creatures.
    • Examples: magic missile, scorching ray, eldritch blast
  • Area of Effect Spells (aka AoE-spells) are spells that affect an entire area (the room you are in).
    • They either cause damage to everyone but the caster or create an atmospheric effect.
    • They are divided into three rough categories:
      • Instant AoE spells do a lot of damage to several creatures once.
        • Examples: fireball, eldritch burst, unholy orb.
      • Stationary AoE spells damage (or debuff) everyone in the room over several rounds.
        • You can have a maximum of two stationary AoE spells active at the same time.
        • Examples: ice storm, hungry darkness, monsoon
      • Travelling AoE (travaoe) spells are spells that follow the caster, causing damage to opponents.
        • You can only have one travelling AoE spell active at any given time.
        • Examples: cacophonic shield, cloak of chaos, sacred nimbus.

Helpful Hint: When in combat, many spells will damage everyone in the room, including your summoned monsters and your allies! To avoid this, pick up the “Perfect Caster” feat and make sure you and your allies are in a party (see <help party> in-game). AoE spells are definitively worth using in combat as they provide consistent damage over time.

Your Spells

Every class has its own list of spells to choose from. To learn (and cast) a spell, you have to be of the minimum level required to cast the spell.

To see how many spells you can prepare and which ones you have prepared, type: <recall CLASS spells> for spells granted by most classes, <recall innate spells> for racial spells and certain prestige classes, and <recall cantrip spells> for cantrips.

To see the spells available to each class in alphabetical order, type: <spells CLASS (by level)>. See <help spells> in game for more information.

Learning A Spell

Some classes (such as clerics and paladins) gain access to the entire list of class spells and do not have to learn spells individually. Monks gain access to a small number of spells based on their chosen Way.

Some classes (such as warlocks and bards) must choose to learn a selection of spells by using the master command. Please see <help master> in-game for more information.

Mages have a special mechanic: In order to learn a spell, they must first locate (find or buy) a scroll and add it to their spellbooks via the <transcribe> command. In addition, they can use the <master> command to learn a small number of spells.

Mastering A Spell

The master command uses the following syntax:

  • <master> shows you how many spells you can master of each level.
  • <master list> shows you which spells you have mastered.
  • <master SPELL> lets you master the specified spell.
  • <master forget SPELL> lets you forget a spell, so that you can learn a new one. Only usable every 9 hours.

Preparing A Spell

Before you can cast a spell, you must usually prepare yourself for it. There are three main ways of preparation, depending on your class:

Prepared casters prepare individual spells.

  • To prepare a spell, the syntax is: <prepare CLASS SPELLNAME (times #)>
    • For example: <prepare mage magic missile times 2> will prepare to magic missile spells, allowing you to cast magic missile two times.
  • To remove a spell from your list of prepared spells, use: <forget CLASS SPELLNAME>. You can prepare it again later.

Spontaneous casters prepare spell levels.

  • To prepare a spell level, the syntax is: <prepare CLASS LEVEL (times #)>
    • For example: <prepare sorcerer level 1 times 2> will prepare 2 level 1 spell slots, allowing you to cast a 1st level spell that you know 2 times.

Psionic casters prepare power points.

  • To prepare a power point, the syntax is <prepare CLASS points times #>
    • For example: <prepare psion power points times 100> will let you cast (or use) 100 points worth of spells (or powers).

Warlocks and monks are special cases that do not prepare anything. Warlocks can cast any spell they know at will, while monks must wait for their pool of ki points to replenish before being able to cast again.

Casting A Spell

Regardless of class or type, all spells are cast in the same way.

  • To cast a spell, type: <cast (CLASS) SPELLNAME>
  • If the spell requires a target, type: <cast (CLASS) SPELLNAME on TARGET>

If you are a single-classed character (SC), you do not have to specify a class when casting your spells. If you are a multi-classed character (MC), you must either specify your class when casting, or use the <pose> command (see Posing As A Caster below).

If you are casting an innate spell, type: <cast innate SPELLNAME (on TARGET)> For cantrips, use <cast cantrip SPELLNAME (on TARGET)>

Your TARGET can be any living creature and most have an identification tag (aka ID) that corresponds with their short description. If you see “a small rat” for instance, it will have the ID “rat”. Likewise, “Mack, the goblin” will usually have the ID's “mack” and “goblin”, as well as “attacker”(see below).

Certain spells require additional arguments. Refer to the individual help-files for information on these spells. We recommend you set up aliases to cast your spells. See the Tips and Tricks section for suggestions.

Helpful Hint: Any creature that attacks you is automatically given the ID “attacker”. If you wish to cast a spell on the first creature that attacks you, type <cast (CLASS) SPELL on attacker>. If there are multiple attackers in a room, you can target them by using “attacker 1”, “attacker 2”, etc.

Examples:

Edward The Aasimar Mage wants to cast “magic missile” on an attacking rat. He can type:

  • <cast magic missile on rat>

OR

  • <cast magic missile on attacker>

Edward's race as an Aasimar allows him to cast “light” as an innate spell. To cast “light” on himself, he would type:

  • <cast innate light on edward>

Donna is a mage/ranger who gains spells from both classes. To cast the mage spell “magic missile” on the rat, she can type:

  • <cast mage magic missile on rat>

OR

  • <cast mage magic missile on attacker>

To cast the ranger spell “barkskin” on herself, Donna can type:

  • <cast ranger barkskin>

Helpful Hint: Certain commands use the | figure on your keyboard. If you cannot find it on your keyboard, you can access it by using your numeric keypad: * Activate NUM LOCK on your keyboard. * Hold the ALT key and type 124 on your numeric keyboard. * Release the alt key.

Posing As A Caster

Characters can now use the <pose> command to pose as a specific class. This simplifies spell-casting and helps those of you that gain spells from more than one class. If you are a ranger/mage, you can use <pose mage> to set your caster class to “mage”.

Example:

Donna is a ranger/mage who gains spells from both her ranger and mage classes. She can prepare and cast spells conventionally by using the steps above, or she can choose to use the pose mechanism. To cast the mage spells “armor” and “light”, Donna would type:

* <pose mage> * <cast armor> * <cast light on donna> If Donna wishes to cast the ranger spell “barkskin”, she would have to change her pose:

* <pose ranger> * <cast barkskin>

If you use this method, we suggest you use a hot-key or an alias to quickly change your pose.

Helpful Hint: You can also use the pose command to determine the base class for your prestige class. See the section on multiclass casters below.

Dispelling A Spell

To get a list of spells that you have cast and that are currently in effect, you can type:

  • <dispell>

If you have recently cast “armor” and “blink” on yourself, your list will look something like this:

-=-=-=-=-=
0. armor
1. blink
-=-=-=-=-=

If you wish to dispel “armor”, you can type <dispell armor> or <dispell 0>. Note that this will move “blink” up the list, so your list would look like this:

-=-=-=-=-=
0. blink
-=-=-=-=-=

Caster Level and Spell DC

Your base caster level usually equals your class level and determines the number of spells you can master and/or prepare. Your modified caster level is determined by a range of factors, including your class level, feats, features, active spells, and equipment. These extra modifiers affect the potency of your spells: Damage output, duration, bonuses/penalties, overcoming spell resistance, and how easy they are to dispel and/or resist by others, aka your difficulty check (spell DC).

Your spell DC determines how hard it is for others to resist your spells. Like caster level, it depends on the multitude of factors described above, alongside the spell level. Generally speaking, the higher your level, and the higher the spell level, the higher the DC.

If you have several classes, please see Multi-Class Casters below.

Weapons, shields and armors

Weapons:

You cannot cast a class spell while wielding anything in your hands.

Certain weapons bypass this restriction. The substance known as “wizard oil” can be bought from players or vendors that become available when you reach the higher levels (30+). This substance can be applied to a weapon, which allows you to cast while wielding said weapon.

Certain classes or feats also bypass this restriction. For example, warlocks can cast spells while wielding their eldritch weapons and the prestige class eldritch knight allows you to cast spells while wielding a weapon. Innate spells can also be cast while wielding a weapon.

Shields:

You can cast a spell while wearing a shield that you are proficient with (remember to <wear shield>).

Armor

You can cast spells in any armor that your caster class grants you proficiency with.

Warlocks, bards, psywarriors and rangers can cast in light armor.

Druids, clerics and oracles can cast in medium armor.

  • Druids can only cast in armor that is not made of metal.
  • Clerics, Druids and Oracles that take the heavy armor proficiency feat can cast in heavy armor.

Paladins can cast in heavy armor.

Mages, psions, sorcerers and monks cannot cast while wearing any types of armor.

  • Mages and sorcerers who take the “armored caster” feat can cast in light armor, provided they are proficient with it.
  • Psions who take the “armored manifester” feat can cast in light armor, provided they are proficient with it.
  • Mages, sorcerers, and psions who cast in armor with these feats will find the potency of their spells decreased slightly.

Special Requirements

Spells no longer require components, though some spells consume gold. Refer to each spell's individual help file for details on this.

Some spells, such as “invisibility” and most scrying spells (“magic mirror”, “silver sight”), drain you of stamina. Beware of this if you intend to travel while having these spells active. This is not necessarily noted in the spell help file, so keep an eye on your stamina.

Certain spells require a particular environment to work. This especially affects many ranger and druid spells, such as “heart of the wild” and “meld into nature”. The spell help file will notify you if this is the case.

Other spells require an object to be present in the room with you. For example, “magic mirror” requires the existence of a special mirror, which can be found in most mage towers around the world (Tabor and Shadow should both have one) and in some hidden locations. The spell help file will notify you if this is the case.

Multi-Class Casters

A multi-class character is defined as a character who has taken more than one class. A 50-level mage is a single-class character, while a character with 25 levels of thief and 25 levels of mage is called a multi-class character. This is often abbreviated to SC (single-class) and MC (multi-class).

Taking multiple classes decreases your caster level, which again affects the potency of your spells (damage output, bonuses, duration, DC, and how easy they are for others to dispel) and how many you can prepare/master.

When you have more than one class, the base calculation for your caster level looks like this:

Caster Class + half your non-caster class rounded down = Caster Level
Example: A 25 mage/25 thief would have a caster level of 25 + 12 = 37

Feats, spells, and equipment can increase your caster level.

Prestige Classes

Prestige classes that use your caster class as its base class do not decrease your caster level. A 40 mage/10 archmage would have a base caster level of 40 + 10 = 50. She will gain the same number of spells as a 50 mage.

Prestige classes that use your non-caster class as its base class decrease your caster level normally, as if you had taken levels in your non-caster class.

Example: A 20 mage/20 thief/10 arcane trickster with base class thief, has a caster level of 20 + 10 + 5 = 35.
Example 2: A 20 mage/20 thief/10 arcane trickster with base class mage, has a caster level of 20 + 10 + 10 = 40.

Before taking a prestige class, remember to use the pose command to set your base class. As above, feats, spells and equipment can increase your caster level.

Caster Class Guide

Below follows a short presentation of each base class and its unique mechanics. The list has been divided by how the caster prepares its spell slots:

Prepared Casters prepare individual spells: Cleric, Druid, Mage, Paladin, Ranger.

Spontaneous Casters either prepare spell levels or do not prepare at all: Bard, Inquisitor, Monk, Magus, Oracle, Sorcerer.

Psionic Classes prepare power points: Psion and Psywarrior

Prestige classes vary and are not covered in this guide.

Prepared Classes

Cleric

Class Type:Pure Divine Caster
Caster Stat:Wisdom
Learn more: Cleric

Clerics are priests and divine champions of their chosen deity and must dedicate themselves to a god. To do so, your alignment must match the god's requirement. You are expected to uphold the dogma of your chosen god, which can be found in their temple.

Clerics can hold their own in combat and could benefit from combat-oriented feats and a high strength score.

Learning spells:

Clerics gain access to spells through the favor of their deity. They have access to every spell listed in <spells cleric>, provided they are powerful enough to cast it. Each deity offers a small selection of domains that give you access to additional spells and powers.

To see a list of available domains and their associated spells, type <domains>.

To pick a domain, you must first find your church and then type <pick DOMAIN>. Luckily, the church in Offestry will have a shrine for each deity where you can pick your first domain.

Tip: You are free to ask other characters IC for directions to your temple.

Preparing spells:

Clerics prepare individual spells, using the <prepare cleric SPELLNAME> command. See Preparing A Spell above.

Tip: To make preparing spells easier, you can sort them into handy lists with the prepare command (<help prepare>). Visit the Tips and Tricks section for more information on prepare lists.

Casting spells:

Cleric spells do not require components. They can cast in any type of armor that they are proficient with and they may wear a shield while casting.

Druid

Class Type:Hybrid Divine Caster
Caster Stat:Wisdom
Learn more:Druid

Druids are champions of nature and gain access to magic either through a deity or through a mystical bond to nature itself. Though they vary greatly in motives and alignment, they are expected to uphold the natural balance of nature and generally abhor undead creatures.

They can function as Pure Divine Casters if they choose to focus on feats that empower their magic. They have access to animal forms that grow in power and would benefit from a good combat stat (strength or dex) and feats that do not deactivate in shapeshifted form (as noted in the individual feat help file).

Their druidic oaths prevent them from wearing metal armor. Note that any equipment worn or wielded merges with the druid when it shapeshifts and becomes inaccessible. Passive bonuses from equipment remain active, however.

Learning spells:

Druids gain access to spells through their connection with nature. They have access to every spell listed in <spells druid>, provided they are powerful enough to cast it.

Preparing spells:

Druids prepare individual spells, using the prepare command. Please see Prepare A Spell above.

Tip: To make preparing spells easier, you can sort them into handy lists with the prepare command (<help prepare>). Visit the tips and tricks section for more information on prepare lists.

Casting spells:

Druid spells do not require components, though some spells require a certain terrain type to function, such as being outdoors, in a wooded area, near a pond, etc. Refer to the individual spell help files to see which spells are limited in such a manner. Druids can cast spells in light and medium armor provided it is not made of metal.

Druids cannot cast spells while shape-shifted. The feat “Wild Spellcraft” will allow a druid to cast non-offensive spells that only target themselves while shape-shifted.

Mage

Class Type:Pure Arcane Caster
Caster Stat:Intelligence
Learn more: Mage

Mages are the superior intellect and true masters of the arcane, a skill learned through years of studying. They depend on their spell-book to learn and prepare spells, and should seek out a nearby wizard tower to gain the benefits offered by the guilds.

As pure casters, mages would benefit the most from maxing out their caster stat, alongside feats that improve or empower their spell-casting. Good dexterity and constitution scores are recommended.

Learning spells:

Mages can only prepare spells from the <spells mage> list that they have learned by copying them to their spell-book. You will receive a free spell-book when you create your mage character. If you multiclass into a mage, you will have to buy one at a Mage Guild (see below).

Mages gain such spells in two ways:

Way 1:

  • For every two levels, you may master one spell for free by using the <master> command. The spell must be of a level that you can cast.
  • Once mastered, a spell can be prepared at any time, even if you do not have your spell-book handy.
  • After mastering a spell, drop your book and pick it up again for the spell to appear in your book. If a mastered spell does not show up in your spell-book, try to save and relog and check again.
  • Every 9 hours, you can forget a mastered spell in favor of a new one. The spell will remain in your book, but be removed from your list of mastered spells.

Way 2:

  • You can transcribe scrolls into your spell-book, using the <transcribe scroll> command.
  • Note that a scroll can only be transcribed if it says so in the scroll's description.
  • Scrolls can be found by adventuring or bought in shops, usually at the Mage Guild.
  • Other players may also be able to sell you scrolls.

To see which spells you have transcribed, type <look book> or <look spell book>. To see which spells you have mastered, type <master list>.

Tip: Take good care of your spell-book. It is recommended that you put it inside a wearable pouch (found in most general stores) when not using it. It is also possible to <wield book> to prevent theft, though you cannot cast spells while wielding your book(remember to <unwield book>). To create a “back-up” of your book, you have to visit a Mage Guild (see below).

Preparing spells:

Mages prepare individual spells, using the <prepare> command. See Prepare A Spell above.

Tip: To make preparing spells easier, you can sort them into handy lists with the prepare command (<help prepare>). Visit the tips and tricks section for more information on prepare lists.

Casting spells:

Most mage spells do not require components. Some spells require gold or a special item/environmental factor. Examples include magic mirror, which requires a special mirror, and sleet storm, which can only be cast outdoors.

Mages can only cast spells while not wearing any armor. The feat “Armored Caster” lets you cast while wearing light armor, provided you also have the feat “light armor proficiency”. Casting in armor decreases the potency of your spells slightly.

You can only cast spells empty-handed, but there are some items, feats and class features that lets you ignore this requirement. Examples are “wizard oil” which can be crafted or bought at the higher levels, and the bladesong feat.

Mage Guilds:

Most major cities have a Mage Guild that you can visit to use the following services:

  • Buy components, a components bag, and new scrolls (not currently needed).
  • Back-up your spell-book (for a fee)
  • Open up a cubby in a laboratory where you can store components.

You will find your first fully functional Mage Tower northeast in the City of Tabor.

Paladin

Class Type: Hybrid Divine Caster
Caster Stat: Charisma
Learn more: Paladin

Paladins are holy (or unholy) warriors selected by their faith to battle their enemies and uphold their charge. Usually knights of noble upbringing, paladins use their spells to empower their martial abilities. They will benefit the most from a maxed-out combat stat (usually strength) and a high constitution and charisma, alongside combat-oriented feats.

Paladins also have a grace pool with points that replenish over time. It can be used to fuel some of their powers.

Learning spells:

Paladins gain access to spells through their connection with their deity. They have access to every spell listed in <spells paladin>, provided they are powerful enough to cast it.

Preparing spells:

Paladins prepare individual spells, using the prepare command. See Preparing A Spell above.

Casting spells:

Paladin spells do not require components. They can cast in any type of armor that they are proficient with and they may wear a shield while casting. They cannot cast while wielding a weapon. There are items and feats available that lets you cast while wielding one or more weapons, such as “wizard oil”.

Tip: To make preparing spells easier, you can sort them into handy lists with the prepare command (<help prepare>). Visit the tips and tricks section for more information on prepare lists.

Ranger

Class Type: Hybrid Divine Caster
Caster Stat: Wisdom
Learn more: Ranger

Rangers are warriors of nature, woodsmen, and hunters that live by their wits and the skill of their blade (or bow). They have an affinity for nature and a connection to the natural world that lets them cast a small number of nature-oriented spells.

As warriors, rangers rely on their martial abilities, sometimes empowering them with magic. They are best served to max their combat stat (strength or dex) and constitution while keeping their wisdom stat high. They benefit the most from combat-oriented feats, but some dip into feats that empower their spells as well.

Learning spells:

Rangers gain access to spells through their connection with nature. They have access to every spell listed in <spells ranger>, provided they are powerful enough to cast it.

Preparing spells:

Rangers prepare individual spells, using the <prepare> command. See Preparing A Spell above.

Casting spells:

Ranger spells do not require components, though some spells require a certain terrain type to function, such as being outdoors, in a wooded area, near a pond, etc. Refer to the individual spell help files to see which spells are limited in such a manner. They can cast in armor, but not while wielding a weapon. Certain feats and items in-game may allow you to cast while wielding.

Tip: To make preparing spells easier, you can sort them into handy lists with the prepare command (<help prepare>). Visit the tips and tricks section for more information on prepare lists.

Spontaneous Casters

Bard

Class Type: Hybrid Arcane Caster
Caster Stat: Charisma
Learn more: Bard

Bards are entertainers and lore keepers that dabble in a combination of martial arts, magic, and song to amaze their friends and defeat their foes.

Bards are best served to max their charisma, in addition to a combat stat (dexterity is often favored over strength). They should learn a fighting style and choose their magic-enhancing feats carefully. Much of a bard's power comes from their bardic music ability, which they gain through feats.

Learning spells:

Bards gain access to spells through their connection to music and history. They learn spells from the <spells bard> list through the <master> command.

Preparing spells:

Bards are spontaneous casters and prepare spell levels using the prepare command. See Prepare A Spell above.

Casting spells:

Bard spells require no special components. They can cast in light armor and may wear a shield while doing so, provided they have the shield proficiency feat. They cannot cast while wielding a weapon. Certain items and feats in-game let you cast while wielding a weapon.

Inquisitor

Class Type: Hybrid Divine Caster
Caster Stat: Wisdom
Learn more: Inquisitor

Grim and determined, the inquisitor roots out enemies of the faith, using trickery and guile when righteousness and purity are not enough.

Inquisitors are warriors and should max their combat stat (dexterity or strength) as well as their caster stat (wisdom). They benefit from combat-oriented feats the most. Much of an inquisitor's power comes from their judgments, which are separate from their spell-casting abilities.

Learning spells:

Inquisitors gain access to spells through their connection to their chosen deity. They learn spells from the <spells inquisitor> list through the <master> command.

Preparing spells:

Inquisitors are spontaneous casters and prepare spell levels using the prepare command. See Prepare A Spell above.

Casting spells:

Inquisitor spells require no special components. They can cast in light armor and may wear a shield while doing so, provided they have the shield proficiency feat. They cannot cast while wielding a weapon. Certain items and feats in-game let you cast while wielding a weapon.

Magus

Class Type: Hybrid Arcane Caster
Caster Stat: Intelligence
Learn more: Magus

The magus blends magical ability and martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect. In addition to spells, magi learn to infuse their weapons and armors with abilities drawing from their arcane pool.

Magi are true hybrid are warriors and should max their combat stat (dexterity or strength) as well as their caster stat (intelligence). They benefit from a combination of combat- and spell-oriented feats, and can even take fighter feats.

Learning spells:

Magi gain access to spells through their studies, chosen from the <spells magus> list through the <master> command.

Preparing spells:

Magi are spontaneous casters and prepare spell levels using the prepare command. See Prepare A Spell above. A Magus can also draw upon their arcane pool to cast a spell without expending a spell slot.

Casting spells:

Magi spells require no special components, though some may require a special object or environment. They can cast in light armor and may wear a shield while doing so, provided they have the shield proficiency feat. They can cast while wielding a weapon, provided they have imbued it first.

Monk

Class Type: Hybrid Arcane Caster
Caster Stat: Wisdom
Learn more: Monk

The monk is an enlightened warrior, able to transcend many of the bodily limits that hamper others. They are masters of martial arts and rely on melee combat to defeat a foe. They are best served to max their combat stat (strength or dexterity), as well as having high wisdom and constitution scores, and benefit the most from combat-oriented feats.

Learning spells:

Monks that have specialized in either the “way of the shadow” or the “way of the elements” gain access to a small selection of arcane spells. They manifest these spells by harnessing their inner energy, a mystical power known as Ki. See the help files on each individual way for a list of available spells.

Preparing Spells:

Monks do not have to prepare spells or spell slots. Instead, they draw on their pool of Ki points to manifest any power that they can cast. To see which spells are available to you, how many Ki points they cost to manifest, and how many Ki points you have, type <ki>.

Tip: You can add the number of available ki points and the number of ki point spent to your prompt. See <help prompt> in-game.

Casting spells:

Monks can only cast unarmored, but may wield weapons while doing so.

Oracle

Class Type:Pure Divine Caster
Caster Stat:Charisma
Learn more: Oracle

Each oracle draws upon a divine mystery to grant her spells and powers. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause.

As pure casters, oracles benefit from a maxed charisma score and feats that empower their spells. Oracles can hold their own in combat, and some choose to focus on a martial combat tree for a hybrid build.

Learning spells:

Oracles gain access to spells through many sources, learned via the <master> command. They gain bonus spells based on their chosen mystery, which are added to the number of spells known.

Preparing spells:

Oracles are spontaneous casters and prepare spell levels using the prepare command.

Casting spells:

Oracle spells do not normally require components. You can cast in any armor you are proficient with and you may wear a shield while doing so. You cannot wield a weapon while casting, but there are ways in-game to circumvent this restriction.

Sorcerer

Class Type:Pure Arcane Caster
Caster Stat:Charisma
Learn more: Sorcerer

Sorcerers are masters of arcane magic, harnessing raw talent and instinct to produce amazing spells.

As pure casters, sorcerers benefit from a maxed caster stat (charisma) and feats that imbue and empower their magic. Good dexterity and constitution scores further increase survivability.

Learning spells:

Sorcerers gain access to spells through their innate connection with magic, possibly due to some mysterious ancestry. They learn spells from the <spells sorcerer> list through the <master> command. Their bloodline also provides them with a small number of bonus spells that are added to their list of spells known.

Preparing spells:

Sorcerers are spontaneous casters and prepare spell levels using the prepare command.

Casting spells:

Sorcerers can only cast spells while not wearing any armor or wielding any weapons. The feat “Armored Caster” lets you cast while wearing light armor, provided you also have the feat “Light Armor Proficiency”. Casting in armor decreases the potency of your spells slightly. There are items and feats in-game that allows you to cast while wielding a weapon.

Mage Guilds:

Most major cities have a Mage Guild that you can visit to use the following services:

  • Buy components, a component bag, and new scrolls.
  • Open up a cubby in a laboratory where you can store components (components are not currently needed).

You will find your first fully functional Mage Tower northeast in the City of Tabor.

Warlock

Class Type:Hybrid Arcane Caster
Caster Stat:Charisma
Learn more: Warlock

A warlock is a being whose soul is suffused with perilous magic, whether by willing or unwilling means. They do not approach magic through the medium of spells but invoke magic through an act of will. While warlocks do not gain access to the most powerful spells in-game, their spells are more potent than those of many other hybrid classes.

Warlocks will benefit from a maxed caster stat (charisma), as well as a good combat stat (strength or dexterity). They can choose to focus on feats that empower their spells, increase their martial potential, or on a combination of both.

Learning spells:

Warlocks gain access to their powers through their connection and/or pact with an extraplanar being. They learn their spells from the <spells warlock> list with the <master> command.

Preparing Spells:

Warlocks are spontaneous casters that do not have to prepare anything in advance. They can cast any spell that they have mastered at will.

Casting Spells:

Warlock spells require no special components. They can cast in light armor and may wear a shield while doing so, provided they have the shield proficiency feat. Warlocks can also cast while wielding their eldritch weapons, be it claws, a glaive, or a bow. The power of their eldritch weapon grows in level, surpassed only by the most powerful end-game weapons.

Psionic Classes

Psion

Class Type: Pure Psionic Caster
Caster Stat: Intelligence
Learn more: Psion

Psions are those gifted with psionic powers, able to bend the world to their will by the power of their intellect.

Psions are pure casters and benefit the most from feats that increase the power and potency of their spells. They are best served to max their caster stat (intelligence).

Learning Spells:

Psions gain access to spells through the psionic power of their own mind. They learn spells from the <spells psion> list through the <master> command. In addition, each psion learns a number of spells based on their chosen discipline that they can cast once they are high enough level.

Preparing Spells:

Psions are spontaneous casters that prepare power points instead of spells. Each spell that they cast subtracts a number from their pool of power points. See Preparing A Spell above.

Tip: You can add the number of available power points and the number of power points spent to your prompt. See <help prompt> in-game.

Casting spells:

Psions can only cast spells while not wearing any armor. The feat “Armored Manifester” lets you cast while wearing light armor, provided you also have the feat “Light Armor Proficiency”. Casting in armor decreases the potency of your spells slightly. Psionic powers do not require any components. They may not cast while wielding a weapon, though there are items and feats in-game that circumvent this limit.

Psywarrior

Class TypeHybrid Psionic Caster
Caster Stat:Intelligence
Learn more: Psywarrior

Psywarriors are warriors that use psionic powers to bolster their combat prowess.

As hybrids, they benefit from a combination of combat-oriented feats and feats that increase their spell power. They do well to max their combat stat (dexterity or strength) alongside their caster stat (intelligence).

Learning Spells:

Psywarriors gain access to spells through the psionic power of their own mind. They learn spells from the <spells psywarrior> list through the <master> command.

Preparing Spells:

Psywarriors are spontaneous casters that prepare power points instead of spells.

Tip: You can add the number of available power points and the number of power points spent to your prompt. See <help prompt> in-game.

Casting spells:

Psywarrior spells require no special components. They can cast in light armor and may wear a shield while doing so, provided they have the shield proficiency feat. They may also cast while wielding any weapon.

Tips and Tricks

Prepare Lists

Prepare lists let you store a list of spells that you can prepare with one keystroke, instead of preparing each spell individually. You can prepare different lists, suitable for all kinds of situations. A mage, for instance, may have one list that he prepares when buffing himself, one list for adventuring and one list for engaging in player killing. There is no limit to the lists that you can store.

Refer to <help prepare> for a list of syntaxes.

Create Lists:

To create a list, simply add your first spell to it, like so:

Syntax: <prepare add LISTNAME CLASS SPELL>
Example: <prepare add buff mage armor>

This will create a list named “buff” that contains the spell “armor”. If you wish to add “blink” to the same list, type <prepare add buff mage blink>.

To start a new list, a combat list for instance, use the same procedure as above:

<prepare add combat mage magic missile>

If you wish to prepare the spell two times, you can add it to the list two times.

Reminder: To see how many spells you can have prepared at once, see <recall CLASS spells>.

Note: There is currently no command that lets you display the lists that you have created, so remember to make a note of it somewhere easily accessible.

Use A Prepared List:

To use a list that you have created, type: <prepare prepare LISTNAME CLASS>

In the example above, <prepare prepare buff mage> will tell the game to prepare “armor” and “blink” for you.

Note: When you prepare a list, the game will overwrite any existing spells you may have have already prepared.

Maintain Lists:

To see which spells are on your list, use <prepare display LISTNAME CLASS>.

In the example above, this would be: <prepare display buff mage> or <prepare display combat mage>.

To remove a spell from a list, use <prepare remove LISTNAME CLASS SPELL>

To delete a list, use <prepare delete LISTNAME CLASS>

Finally, sometimes spells are changed, disabled or removed. To check if this is the case, you can use <prepare check LISTNAME CLASS>. If a spell has been changed, disabled or removed, this command will remove it from that particular list.

Multiclass Casters:

If you have two caster classes, you have to make independent lists for each class. All names must be unique for your character.

Example:

Bobby, the mage/cleric, wishes to make a list of buff spells. Because he has two classes, he decides to name his lists “buffm” and “buffc”. He wants to add “armor” and “blink” to his mage list (buffm) and “resistance” and “death watch” to his cleric list (buffc):

<prepare add buffm mage armor> <prepare add buffm mage blink>

<prepare add buffc cleric resistance> <prepare add buffc cleric death watch>

To prepare his spells, Bobby would use:

<prepare prepare buffm mage>,
followed by
<prepare prepare buffc cleric>.

Lastly, if you have two classes that use the same spells (druid/cleric), you can copy a list made for your cleric levels to a list made for your druid levels, like so:

Syntax: <prepare copy LISTNAME1 CLASS1 to LISTNAME2 CLASS2>
Example: <prepare copy buffc cleric to buffd druid>

Buff Lists

The <buff> command makes it easier for a caster to buff himself before entering combat. To add a spell to your buff list, simply type:

Syntax: <buff add SPELL>
Example: <buff add armor>

Now, whenever you use the command <buff>, you will cast “armor” on yourself (provided you have it prepared, of course!).

Some spells require additional input. “Resist Energy”, for instance, requires you to specify an energy type. To add this spell to your buff list, you would have to do:

Syntax: <buff add SPELL | cast CLASS SPELL ARGUMENTS>
Example: <buff add resist energy | cast druid resist energy on fire>

To remove a spell from your list, use: <buff remove SPELL>. To remove all spells from your list at once, use <buff clear>.

Note: Remember to prepare your spells/spell slots/power points before using the buff command.

Aliases and Nicknames

By now you will have realized that playing a caster class requires A LOT of typing. To play a character more efficiently, you should familiarize yourself with the concept of aliases and nicknames.

Note: This guide will only cover how to create an alias on the mud. To create an alias using your mud-client, see your client’s help-files.

Alias

In the world of MUDs, an alias is a short word used to execute an otherwise long command:

Syntax: <alias WORD COMMAND>
Example: <alias ar cast mage armor>

Now, whenever you type <ar>, the game will execute the command “cast mage armor” and you will cast armor on yourself.

An alias can contain two types of variables, “$*” and “$(NUMBER)”, though not in the same alias.

“$*” is substituted with whatever you type when you use the alias, if anything. For example:

Syntax: <alias WORD COMMAND $*>
Example: <alias ar cast mage armor $*>

Now, when you type “ar”, the game will execute the command “cast mage armor”. If you type “ar on bobby”, the game will execute the command “cast mage armor on bobby”, making Bobby a happy camper.

“$(NUMBER)” is also substituted by what you type, but it can only handle one word at a time. For instance, if a sorcerer wants to make an alias for preparing her spell slots, she would type:

Syntax: <alias WORD COMMAND $(NUMBER1) COMMAND $(NUMBER2)>
Example: <alias p prepare sorcerer level $1 times $2>

Now, when the sorcerer types “p 2 5”, the game will execute the command “prepare sorcerer level 2 times 5”.

See <help alias> in game for more options.

Nicknames

A nickname is a command that substitutes one word for another. It can be used as part of a long command, in an emote, a say or even in your description. You can also nickname players and monsters.

Syntax: <nickname NICKNAME ORIGINAL-WORD>
Example: <nickname att attacker>

Now, whenever you do anything involving an attacker, you can use “att” instead of “attacker”. If you type “l att”, the game executes the command “look attacker”. If you type “l att 2”, the game lets you look at attacker number 2.

You can also nickname a string of words:

<nickname lol laughs out loud> <emote lol> The game writes: “Yourname laughs out loud”. If you use this exact nickname, others may look at you strangely.

To get a list of defined nicknames, type <nickname>.

See <help nickname> in game for more options.

Note: Remember to make your nicknames non-existent words, or they are sure to mess up your roleplay. If you “nickname at attacker” for instance, whenever you type a sentence involving “at”, the game will make it “attacker”. “emote look at the waitress and smiles” will suddenly become “You look attacker waitress and smiles”. Don’t scare the waitress, nickname attacker att.

Combining Aliases and Nicknames

Now that you have the hang of aliases and nicknames, it is time to combine them. Let us start with an attack spell, “magic missile”:

<nickname att attacker> creates your nickname.
<alias mm cast mage magic missile on $*> creates your alias.
<mm att> casts magic missile on the first attacker in the room.
<mm att 2> casts magic missile on the second attacker in the room.

Let us look at a mage preparing “magic missile” several times:

<nickname t5 times 5> creates your nickname. <alias pmm prepare mage magic missile t5> creates your alias. <pmm t5> tells the game to prepare magic missile 5 times (up to your number of available slots).

Solo Adventuring

When you embark on a solo adventure, it may be good to keep the following things in mind:

  • Casters are often squishier than martial classes. Make sure you have your buffs up before going into combat, especially those that protect you!
  • All spells are dispelled when you log out, so get somewhere safe before you type <save> and <quit>!
  • Monster summoning spells help you avoid getting hit. The feat hardenedminions make your minions tougher, while the feat perfect caster protects them from your AoE and splash damage spells.
  • The feat spellmastery lets you choose one spell of 1st or 2nd level that you can cast at will. Picking up a damage spell that scales well with level allows you to spam it in combat without expending your spell slots.
  • If solo adventuring is too difficult, consider hiring a merc (you will find them west of Shadow) or find someone to party with!

Parties

When you embark on an adventure with other players, you will want to keep the following things in mind:

  • Spells that do splash damage or have an area of effect (AoE) are likely to harm your party members. To avoid this, you will need two things:
    • The feat “Perfect Caster” allows you to cast AoE-spells without harming your fodder or your allies.
    • For the game to know who your allies are, you must be in a party with them (see <help party> in-game).
  • Remember to let your party members know when you need to prepare spells and when you are ready to move on.
  • Casters need a lot of upkeep. It may be useful to allow another party member to handle tasks such as leading, picking up coins, and using the <offeral> command.
  • Consider picking up a weapon and a decent melee spell (such as transformation etc.) that you can use while in a party to limit the time spent memorizing spells. If the melee folk are handling it, it's okay to save your awesome spells for bosses and dangerous situations.
kismet_s_casting_101.txt · Last modified: 2022/01/20 14:25 by omni